Magic
Primary Magic: Solar Flare: Shining Eclipse
Secondary Magic: N/A
Caster or Holder: Holder
Description: Solar Flare is a type of fire magic, but it is unique in many ways. One of these is the fact that fire produced with this magic is, for all intents and purposes, fire, but it is special in two ways. First off, it has no elemental weaknesses, meaning the fire produced with Solar Flare cannot be burnt out by water, or go out because of lack of air. Also, Solar Flare fire contains just the smallest sliver of the user's soul, making it inedible to Fire Dragon Slayers and Fire God Slayers. Also, Solar Flare changes the very user of the magic, turning them into a being made of pure fire. The only way to seal off this being and turn the user into a human is something called a "Solar Loop". By default, users of Solar Flare have four Solar Loops, and when they are wearing all of them, they are, for all intents and purposes, a human with the ability to use fire magic. However, as they remove their loops, they become less and less human, and more and more fire being.
Shining Eclipse is a variant of Solar Flare that circles around the manipulation of the Solar Loops. Once the user removes them, they can manipulate the Solar Loops at will, making them bigger or smaller, or shooting fire out of them. It is only really limited to the creativity of the Solar Flare Mage. Also, unlike normal Solar Flare magic, Shining Eclipse does have an element, but it is not fire. Refer to the unique ability, 'Shining Eclipse' for more info.
Strengths:
No elemental weaknesses.
Cannot be eaten by God Slayers or Dragon Slayers.
The user can become a being made out of fire, which can potentially be very powerful.
Weaknesses:
The more Solar Loops the user removes, the more susceptible they become to water magic.
In order to use part of the Shining Eclipse ability, the user must remove Loops, meaning that to use part of the magic, they have to be weak against water attacks.
If the Solar Loops are broken, the user is basically screwed, because they are very weak to water attacks, and they have no means of using the Shining Eclipse ability.
The fire produced from this magic can in fact be eaten by Demon Slayers.
Lineage:
Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
Unique Abilities:
Primary Magic: Solar Flare: Shining Eclipse
Secondary Magic: N/A
Caster or Holder: Holder
Description: Solar Flare is a type of fire magic, but it is unique in many ways. One of these is the fact that fire produced with this magic is, for all intents and purposes, fire, but it is special in two ways. First off, it has no elemental weaknesses, meaning the fire produced with Solar Flare cannot be burnt out by water, or go out because of lack of air. Also, Solar Flare fire contains just the smallest sliver of the user's soul, making it inedible to Fire Dragon Slayers and Fire God Slayers. Also, Solar Flare changes the very user of the magic, turning them into a being made of pure fire. The only way to seal off this being and turn the user into a human is something called a "Solar Loop". By default, users of Solar Flare have four Solar Loops, and when they are wearing all of them, they are, for all intents and purposes, a human with the ability to use fire magic. However, as they remove their loops, they become less and less human, and more and more fire being.
Shining Eclipse is a variant of Solar Flare that circles around the manipulation of the Solar Loops. Once the user removes them, they can manipulate the Solar Loops at will, making them bigger or smaller, or shooting fire out of them. It is only really limited to the creativity of the Solar Flare Mage. Also, unlike normal Solar Flare magic, Shining Eclipse does have an element, but it is not fire. Refer to the unique ability, 'Shining Eclipse' for more info.
Strengths:
No elemental weaknesses.
Cannot be eaten by God Slayers or Dragon Slayers.
The user can become a being made out of fire, which can potentially be very powerful.
Weaknesses:
The more Solar Loops the user removes, the more susceptible they become to water magic.
In order to use part of the Shining Eclipse ability, the user must remove Loops, meaning that to use part of the magic, they have to be weak against water attacks.
If the Solar Loops are broken, the user is basically screwed, because they are very weak to water attacks, and they have no means of using the Shining Eclipse ability.
The fire produced from this magic can in fact be eaten by Demon Slayers.
Lineage:
Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
Unique Abilities:
- Shining Eclipse:
This is the namesake of this variant for Solar Flare magic, and it does a couple of things for this magic.- First and foremost, Shining Eclipse changes the very element of Solar Flare. Normally, Solar Flare Magic is a special type of fire with no elemental weaknesses, and this is, in essence, what Shining Eclipse is, but it's elemental strengths are changed. Shining Eclipse gives the fire a pinkish red coloration, and instead of being strong against ice, it is strong against water.
- The other thing that Shining Eclipse does is allow the user to manipulate their Solar Loops once they have been removed. The user can shrink the Loops to up to an inch and expand them to up to ten yards. Also, the user can sharpen certain parts of the loops, allowing for them to be used as weapons. The user can also control these Loops telekinetically, they can move up to 25 feet away from the user at D-Rank, increasing by 25 feet per rank. But the real potential in Shining Eclipse lies in redirecting spells. The user can cast any of their spells from removed Solar Loops instead of casting them from their body (or where ever they are normally cast). Also, the user can shoot fire from these Loops following the same rules as the 'Flame Creation' Unique Ability, but ignoring the range of that ability, instead using the range of this ability.
- First and foremost, Shining Eclipse changes the very element of Solar Flare. Normally, Solar Flare Magic is a special type of fire with no elemental weaknesses, and this is, in essence, what Shining Eclipse is, but it's elemental strengths are changed. Shining Eclipse gives the fire a pinkish red coloration, and instead of being strong against ice, it is strong against water.
- Solar Loops:
- Removal of Solar Loops results in the user becoming less and less human and more and more fire being. While their spells are not weak to any element, the user's fire form is. The user can remove as many Solar Loops as they choose per post, but can only put on one every post. Refer to the below table for more info.
Buffs Drawbacks No Loops removed. N/A N/A 1st Loop removed. 10% increase in spell power. 10% more vulnerable to water spells. 2nd Loop removed. 25% increase in spell power. 25% more vulnerable to water spells. 3rd Loop removed. 25% increase in spell power and melee attacks. 25% more vulnerable to water spells. User loses 5 MP for every post this is active. 4th Loop removed. 30% increase in spell power and melee attacks. 30% more vulnerable to water spells. User loses 10 MP for every post this is active.
- Flame Creation:
- The user can create and manipulate flames at will, just like many fire mages. This ability has a range of 15 meters, and flames created or manipulated with this ability deal user-ranked armed melee damage. Also, flames created with this ability do not retain the elemental resistance or slayer resistance present in the user's spells.
- Signature Spells:
- Name: Firebolt
Rank: D
Type: Fire, Offensive
Duration: 1
Cooldown: 0
Description: Sebastian starts off by placing one of his hands on his other wrist, gripping his wrist as he aims at his target with his other hand, opened. The Solar loop around both of his wrists begin to glow orange as a burst of fire shoots forward like a bolt of lightning, traveling forward at 20m/s reaching out to 20 feet, inflicting D rank damage at the target.
Strengths:- The spell travels at the target with an exceptional set of speed.
- The spell cannot be consumed by fire dragon and god slayers.
- The spell can burn away at water, without it going it.
Weaknesses:- The spell can only be shot forward, which can easily be dodged.
- The spell can be consumed by fire demon slayers.
- The spell cannot melt ice.
- The spell requires the need of both hands. If one of his hands are indispose, then he cannot do the spell.
Name: Fire Fist
Rank: Users Rank
Type: Fire, Offensive
Duration: 1
Cooldown: 3
Description: Sebastian starts by clenching the fist he is going to use to make the spell. The Solar Loop on that wrist then begins to light up orange, engulfing his entire hand all the way up to his shoulder with fire. He then pulls his arm back and throws it forward as if he were punching someone, shooting out a large burst of fire with the front in the shape of a fist. traveling at 30m/s with a range of 25 feet, inflicting user ranked damage.
Strengths:- This spell has a good speed to it.
- This spell cannot be consumed by fire dragon or god slayers.
- This spell can burn away through water without going out.
Weaknesses:- This spell has a limited range before going out.
- This spell can be consumed by fire demon slayers.
- This spell cannot melt ice.
- This spell can only go one way.
- The spell travels at the target with an exceptional set of speed.
- D Rank Spells:
- Name: Shining Eclipse Style: Firebolt
Rank: D
Type: Fire, Offensive
Duration: 1
Cooldown: 2
Description: (Requires 1st loop removed) Sebastian starts by hovering his Solar Loop in the air expanding it by two feet. The inside of the loop begins to glow orange until it looks fiery. Then a burst of fire shoots out of the loop like a bolt of lightning traveling at 20 m/s, reaching out to 20 feet inflicting D rank damage to the target.
Strengths:- Only requires mental power to do the spell.
- Cannot be consumed by Fire dragon or god slayers.
- Can burn through water without going out.
Weaknesses:- Spell can only travel forward one way.
- Can be consumed by fire demon slayers.
- Cannot melt ice.
- One of the loops have to be removed in order to do the spell, making the user 10% vulnerable to water spells.
Name: Shining Eclipse Style: Flamethrower
Rank: D
Type: Fire, Offensive
Duration: 1
Cooldown: 2
Description: (Requires 1st loop removed) Sebastian starts by hovering the solar loop into the air, expanding it by two feet. The inside of the loop begins to glow orange and fiery until a burst of fire comes shooting out as if it were coming from a flamethrower, traveling at 15 m/s reaching out to 20 feet from the loop, inflicting D rank damage on the target.
Strengths:- Only requires mental power to do spell.
- Cannot be consumed by fire dragon or god slayers.
- Can burn through water without going out.
Weaknesses:- Can only travel one way.
- Can be consumed by fire demon slayers.
- Cannot melt ice.
- Requires one of the loops to be off which will make the user 10% vulnerable to water spells.
Name: Shining Eclipse style: Flaming Slap
Rank: D
Type: Fire, Offensive
Duration: 1
Cooldown: 2
Description: (Requires 1st loop removed) Sebastian starts by hovering the loop into the air, expanding it by two feet. The inside of the loop begins to glow orange and fiery until a hand made of fire comes out, reaching to about 15 feet to slap the target, inflicting D Rank damage.
Strengths:- Has a good reach.
- Cannot be consumed by fire dragon or god slayers.
- Can burn through water without going out.
Weaknesses:- Has a limited range.
- Can be consumed by fire demon slayers.
- Cannot melt ice.
- Requires one of the loops to be removed to do the spell, making the user 10% vulnerable to water spells.
Name: Flaming Chakram: Lvl 1
Rank: D
Type: Fire, Offensive
Duration: 2
Cooldown: 3
Description: (Requires 1st loop removed) Sebastian grabs his removed loop, expanding it by two feet, turning it into a chakramwith fire on each of the pointy ends which Sebastian can use to fight, all the strikes adding up to D rank damage with the flames while it does half D rank damage without the flames.
Strengths:- Good for close quarters combat.
- Flames around the chakram cannot be consumed by fire dragon or god slayers.
- Can burn through water without going out.
Weaknesses:- Although they can be thrown, when the loop becomes a chakram, Sebastian cannot call the loop back to him when it's in this state.
- The flames around it can be consumed by fire demon slayers.
- The flames cannot melt ice.
- Will only do half damage if the flames go out.
- Only requires mental power to do the spell.
- C Rank Spells:
- Name: Shining Eclipse Style: Flaming Fire Fists
Rank: C
Type: Fire, Offensive
Duration: 1
Cooldown: 2
Description: (Requires 2nd loop removed) Sebastian starts by hovering both solar loops into the air expanding them by two feet. The middle of the loops begin to glow orange and fiery until two large flaming fists shoot out of the loops, traveling at 30 m/s reaching out to 25 feet dealing C ranked damage.
Strengths:- Has good speed.
- Cannot be consumed by fire dragon or god slayers.
- Can burn through water without going out.
Weaknesses:- Has limited range.
- Can be consumed by fire demon slayers.
- Cannot melt ice.
- Can only go in one direction.
Name: Shining Eclipse Style: Ember Bullets
Rank: C
Type: Fire, Offensive
Duration: 1
Cooldown: 2
Description: (Requires 2nd loop removed) Sebastian starts by hovering the two loops in the air, expanding them by two feet. An orange fiery light begins to illuminate inside of the loops until twenty four flames the size of bullets begin to shoot out of the loops, twenty four coming from each of them at the speed of a machine gun reaching out to 30 feet, inflicting C ranked damage.
Strengths:- Travels at the speed of a bullet.
- Cannot be consumed by fire dragon and god slayers.
- Can burn through water without going out.
Weaknesses:- Can only move in one direction.
- Can be consumed by fire demon slayers.
- Cannot melt ice.
- Has limited range.
Name: Flaming Chakrams: Lvl 2
Rank: C
Type: Fire, Offensive
Duration: 3
Cooldown: 4
Description: (Requires 2nd loop removed) Sebastian grabs his two loops and expands them by two feet, transforming them into chakrams with fire on the spikes to use for battle, all the strikes adding up to C rank damage with the flames while it does half C rank damage without the flames.
Strengths:- Excellent for close quarters combat.
- The fire on the chakrams cant be consumed by fire dragon and god slayers.
- Can burn through water without going out.
Weaknesses:- Even though they can be thrown, they cannot be controlled with his mind as chakrams which means he cant call them back, making it bad for range battles.
- The fire cant be consumed by fire demon slayers.
- The fire cannot melt ice.
- If the fire around the chakrams go out, they will only do half damage
- Has good speed.
- Locked until B Rank:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Rexfa Dax Xanar on 18th January 2016, 10:45 pm; edited 3 times in total